I call this one, "Sun Goddess". It took me a loooooong time to sort this out, about two weeks in all, but I think I've finally nailed what I was envisioning. Yes, there is some definite Blade Runner 2049 influence in there as I had seen the movie twice during the course of working on this. And the scene is definitely suppose to exude that Tyrell/Wallace "timeless, near-godly grandeur".

I'm going to look into animating the reflections in that pool of water there. If I can get Roger Deakins or Ridley Scott to help me with the gold-aquatic lighting, it would also be much appreciated, lol.

Thanks, Blondbraid! I have also just recently seen that video, and I'm glad that both Neofeud and Dysmaton seem to have dodged the biggest cyberpunk cliches (neither of the protagonists are detectives or hackers, for example!). Also, having a group that actively fights for the rights of the marginalized people (sentients) is a theme in Neofeud, and I'm looking at working more of that sort of material into Dysmaton.

I do strongly believe that writers, game devs, film makers, etc. need to make cyberpunk *PUNK* again. But I guess it's the never-ending paradox of living in an actual cyberpunk society dominated by a corporate/political elite -- the cyberpunk reality itself "will never be televised" precisely because it is against the interests of the elite who run the corporations that fund, market, and distribute the books, games, movies. Public Enemy is still "fighting the power", but they will never be televised, because they aren't "fit for popular consumption" (could destabilize the elite-manufactured consensus reality). So we only get gangsta rap trash that glorifies consumerism, getting 'bling', pimping, boosting cars, etc.. Same thing on the punk end (mall-punk is just about getting drunk, having sex, break ups)

But there is always the indie scene, and that's always where real punks of all stripes will always be.

The (cyber)punk game revolution will not be AAA, bitches! It will not be lootboxed, Massively-Multiplayer, or featured on game sites!

In this episode, I implement some item interactions in Dysmaton, fix some walk-area/walk-behind issues, implement an infrared vision mode for a scene.

Silver Spook also discusses crunch-time, unpaid overtime, poor-mental/physical health norms plaguing the game industry (especially AAA), why they should be changed, and some ideas on how they could be changed.

In this episode, I discuss some ideas that came up during my chat with Mark Yohalem writer of Primordia in the podcast this week, including the rapidly evolving nature of the game industry, the eerie rise of F2P, microtransactions, arena-style spectator-e-sports and the impact on adventure games and other narrative, single-player games, why VA-11 HALL-A Cyberpunk Bartender Action is possibly the most cyberpunk game based on its origins, and much more.